This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of ...scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.
Since the mid-1980s, US audiences have watched the majority of movies they see on a video platform, be it VHS, DVD, Blu-ray, Video On Demand, or streaming media. Annual video revenues have exceeded ...box office returns for over twenty-five years. In short, video has become the structuring discourse of US movie culture. Killer Tapes and Shattered Screens examines how prerecorded video reframes the premises and promises of motion picture spectatorship. But instead of offering a history of video technology or reception, Caetlin Benson-Allott analyzes how the movies themselves understand and represent the symbiosis of platform and spectator. Through case studies and close readings that blend industry history with apparatus theory, psychoanalysis with platform studies, and production history with postmodern philosophy, Killer Tapes and Shattered Screens unearths a genealogy of post-cinematic spectatorship in horror movies, thrillers, and other exploitation genres. From Night of the Living Dead (1968) through Paranormal Activity (2009), these movies pursue their spectator from one platform to another, adapting to suit new exhibition norms and cultural concerns in the evolution of the video subject.
Racing the Beam Montfort, Nick; Bogost, Ian
2009, 20090109, 2009-01-09
eBook
The Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered the ...flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.
In the last 17 years, since the finalization of the first version of the now-dominant H.264/Moving Picture Experts Group-4 (MPEG-4) Advanced Video Coding (AVC) standard in 2003, two major new ...generations of video coding standards have been developed. These include the standards known as High Efficiency Video Coding (HEVC) and Versatile Video Coding (VVC). HEVC was finalized in 2013, repeating the ten-year cycle time set by its predecessor and providing about 50% bit-rate reduction over AVC. The cycle was shortened by three years for the VVC project, which was finalized in July 2020, yet again achieving about a 50% bit-rate reduction over its predecessor (HEVC). This article summarizes these developments in video coding standardization after AVC. It especially focuses on providing an overview of the first version of VVC, including comparisons against HEVC. Besides further advances in hybrid video compression, as in previous development cycles, the broad versatility of the application domain that is highlighted in the title of VVC is explained. Included in VVC is the support for a wide range of applications beyond the typical standard- and high-definition camera-captured content codings, including features to support computer-generated/screen content, high dynamic range content, multilayer and multiview coding, and support for immersive media such as 360° video.
Techniques matter! Great ideas don't automatically translate into great programs. It's not enough simply to show what is going on. The way you present your subject will influence how your audience ...responds. You need to choose your picture and sound carefully, to convey your ideas in an interesting, persuasive way. This book will show you how.
Video Production Handbook shows the full production process, from inception of idea to final distribution. The book focuses especially on why each step occurs as it does and provides guidance in choosing the simplest methods of creating the shots you want in your video project. Concentrating on the techniques and concepts behind the latest equipment, this book demonstrates the fundamental principles needed to create good video content on any kind of budget.
Suitable for students and beginning videographers, the new edition of this classic text retains its clarity and directness but has been completely revised and updated.
This practical sourcebook has been specially prepared to give you an at-a-glance guide to quality video program-making on a modest budget. Emphasis throughout is on excellence with economy; whether you are working alone or with a small multi-camera group. The well-tried techniques detailed here will steer you through the hazards of production, helping you to avoid those frustrating, time-wasting problems, and to create an effective video program.
* Highly visual: more than 450 full color photos and illustrations demonstrate techniques * Modern: Revised by Jim Owens, who brings a wealth of hands-on experience to the text; up-to-date information on current equipment, techniques, and new distribution outlets such as the Web and mobile phones * A complete resource: Detailed teaching ancillaries are available for instructors, including instructor's manual, test bank, sample syllabi, image collection, video content, and more * Brand new coverage of contemporary distribution methods * Interviews featuring industry professionals provide students with inside knowledge of the industry * Sidebars featuring new coverage of topics such as shooting for 3D, shooting with HDSLRs for video, and much more!
The Art of Videogamesexplores how philosophy of the arts theories developed to address traditional art works can also be applied to videogames. Presents a unique philosophical approach to the art of ...videogaming, situating videogames in the framework of analytic philosophy of the artsExplores how philosophical theories developed to address traditional art works can also be applied to videogamesWritten for a broad audience of both philosophers and videogame enthusiasts by a philosopher who is also an avid gamerDiscusses the relationship between games and earlier artistic and entertainment media, how videogames allow for interactive fiction, the role of game narrative, and the moral status of violent events depicted in videogame worldsArgues that videogames do indeed qualify as a new and exciting form of representational art
Metagaming Boluk, Stephanie; LeMieux, Patrick
04/2017, Letnik:
53
eBook
Odprti dostop
The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as "games about games," ...metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. InMetagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play.
Metagaminguncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage inEVE Online, compete and commentate in KoreanStarCraft, and speedrunThe Legend of Zeldain record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels ofInfinite Mario, the frustrating pranks ofAsshole Mario, and evenSuper Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art.
One of the only books to include original software alongside each chapter,Metagamingtransforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don't simply play videogames-we make metagames.
ZusammenfassungHintergrundJugendliche und Erwachsene beziehen Informationen über Verhütung zunehmend über soziale Medien.Ziel der ArbeitVor diesem Hintergrund ist es Ziel der vorliegenden Studie, ...erstmals Inhalte und Qualität deutschsprachiger Verhütungsbeiträge auf YouTube, Instagram und TikTok zu untersuchen. Beantwortet werden sollen Forschungsfragen zu Anbieter*innen (F1), Inhalten (F2) und Qualität der Verhütungsbeiträge (F3) sowie zu Publikumsreaktionen (F4).Material und MethodenEs wurde eine Stichprobe von N = 1000 Verhütungsbeiträgen von YouTube (500), Instagram (250) und TikTok (250) gezogen. Pro Beitrag gingen maximal 20 verhütungsbezogene Kommentare in das Kommentar-Sample ein (N = 12.454). Die Beiträge und Kommentare wurden mittels reliabilitätsgeprüfter Codebücher analysiert. Die Datenanalyse erfolgte mit SPSS. Die Studie ist präregistriert und alle Daten, Materialien und Analyseskripte sind öffentlich verfügbar.ErgebnisseEs zeigte sich, dass die Verhütungsbeiträge mehrheitlich von Gesundheitslaien stammten (52 %), gefolgt von Medienprofis und Gesundheitsprofis (F1). Inhaltlich deckten die Verhütungsbeiträge alle verfügbaren Verhütungsmethoden ab, wobei Pille (69 %) und Kondom (40 %) dominierten (F2). Nach gängigen Qualitätskriterien zeigten sich deutliche Defizite, wobei im Vergleich YouTube-Videos am besten abschnitten (F3). TikTok-Videos dagegen waren Spitzenreiter bei den Publikumsreaktionen, sie verzeichneten die meisten Views, Likes und Kommentare. Die Kommentarspalten wurden vom Publikum oft genutzt, um eigene Verhütungserfahrungen zu teilen oder Nachfragen zu stellen (F4).DiskussionWeitere Forschung sowie Praxismaßnahmen sind notwendig, um die Qualität von Verhütungsinformationen in sozialen Medien besser einschätzen und optimieren zu können.
This video explores the challenges faced during a re-do robotic intra-corporeal ileal ureter reconstruction in a previously operated case. A 24-year-old woman presented with a 12-cm long stricture ...after robotic ileal ureter replacement surgery. A proper preoperative evaluation in the form of ureteroscopy and a nephrostogram is essential and the key steps include adhesiolysis, identification of the necrotic ileal ureter, and meticulous dissection. A 13-cm long segment of the ileum was isolated and was anastomosed to the renal pelvis and the bladder. The surgery lasted for 420 min with 300 ml of blood loss. Post-operatively, the patient recovered well and had a normal drainage with no complications at 1-year of follow-up. The factors such as a broad mesentery, a tension-free anastomosis, and avoiding the twisting of the pedicle are crucial for success of robotic ileal ureter replacement surgery.